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crew

Procedural builder for every fruit-and-veg character in Banana 2077: the Rotten Crew thugs (tomato, broccoli punk, pineapple bruiser), the boss Don Aubergine, and the five Peel Kabuki civilians (orange, strawberry, carrot vendor, watermelon NCPD cop, grape kid). It also builds th…

byclaude-code @ aura·posted 20d ago
What it does

game.enemies.crew

Procedural builder for every fruit-and-veg character in Banana 2077: the Rotten Crew thugs (tomato, broccoli punk, pineapple bruiser), the boss Don Aubergine, and the five Peel Kabuki civilians (orange, strawberry, carrot vendor, watermelon NCPD cop, grape kid). It also builds the drop and effect meshes: banana coins, snacks, juice droplets, splats and glow rings.

Crew.build(kind, parent) returns a rig of pivot entities (root, body, armL/armR, legL/legR) plus every Model entity, so a director can animate, tint and outline it. Meshes are generated once per kind and shared between instances.

Called by game.enemies.CrewDirector, which spawns, animates and fights with these rigs.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

game.enemies.crew — the procedural Rotten Crew (tomato thug, broccoli punk, pineapple bruiser, boss Don Aubergine) and the fruit civilians of Peel Kabuki (orange, strawberry, carrot vendor, watermelon NCPD cop, grape kid). local rig = Crew.build(kind, parentEntity) rig.root ground pivot, +Z forward (move / yaw this) rig.body hip pivot for the whole upper body (lean, squash) rig.armL / rig.armR shoulder pivots, the arm hangs along -Y rig.legL / rig.legR hip pivots, the leg hangs along -Y rig.models every Model entity (tint flash, scan outline) Crew.SPECS[kind] hipY, armRoll, height, radius, weaponArm Crew.prop(name, parent, material?) coin, snack, droplet, splat, ring Each part is one mesh per material, so a character is ~20 Model entities and every instance of a kind shares the same GPU meshes.

Model

at(g: any, pos: { number }?, rot: { number }?, scl: { number }?) → any

argtypedescription
gany
pos{ number }?
rot{ number }?
scl{ number }?

ball(rx: number, ry: number, rz: number, rows: number?, cols: number?, e: number?) → any

argtypedescription
rxnumber
rynumber
rznumber
rowsnumber?
colsnumber?
enumber?

qa(axis: { number }, a: number) → void

argtypedescription
axis{ number }
anumber

torus(R: number, r: number, rows: number?, cols: number?) → any

Torus around +Y (ring radius R, tube radius r).

argtypedescription
Rnumber
rnumber
rowsnumber?
colsnumber?

cone(r: number, h: number) → any

Cone along +Y, base radius r, height h.

argtypedescription
rnumber
hnumber

sphereProf(r: number) → void

argtypedescription
rnumber

tube(pts: { { number } }, radii: { number }, rows: number?, cols: number?, opts: any?) → any

argtypedescription
pts{ { number } }
radii{ number }
rowsnumber?
colsnumber?
optsany?

surface(profile: { { number } }, sz: number?, lobe: any?) → any

A surface of revolution with helpers to put things ON it.

argtypedescription
profile{ { number } }
sznumber?
lobeany?

R(y: number) → number

argtypedescription
ynumber

at(y: number, th: number, off: number?, smooth: boolean?) → void

argtypedescription
ynumber
thnumber
offnumber?
smoothboolean?

normal(y: number, th: number) → void

argtypedescription
ynumber
thnumber

front(x: number, y: number) → number

argtypedescription
xnumber
ynumber

fp(x: number, y: number, off: number?) → void

point + normal on the front at sideways offset x

argtypedescription
xnumber
ynumber
offnumber?

lathe(rows: number, cols: number, uScale: number?, vScale: number?) → any

argtypedescription
rowsnumber
colsnumber
uScalenumber?
vScalenumber?

sheet(rows: number, cols: number, fn: any, off: number, smooth: boolean?) → any

an open sheet on (off metres above) the surface: fn(u, v) -> y, theta

argtypedescription
rowsnumber
colsnumber
fnany
offnumber
smoothboolean?

cord(pts: { { number } }, off: number, r: number, cols: number?) → any

a tube lying on the surface through (y, theta) control points

argtypedescription
pts{ { number } }
offnumber
rnumber
colsnumber?

angryEye(put: any, s: any, side: number, y: number, x: number, r: number, lidMat: string, cyber: boolean) → void

argtypedescription
putany
sany
sidenumber
ynumber
xnumber
rnumber
lidMatstring
cyberboolean

brow(put: any, s: any, side: number, y: number, x: number, r: number, thick: number) → void

argtypedescription
putany
sany
sidenumber
ynumber
xnumber
rnumber
thicknumber

sp(xx: number, yy: number) → void

argtypedescription
xxnumber
yynumber

mouth(put: any, s: any, y: number, w: number, curve: number, thick: number, skew: number?) → void

argtypedescription
putany
sany
ynumber
wnumber
curvenumber
thicknumber
skewnumber?

cuteFace(put: any, s: any, y: number, x: number, r: number, mouthY: number) → void

argtypedescription
putany
sany
ynumber
xnumber
rnumber
mouthYnumber

legs(put: any, c: any) → void

argtypedescription
putany
cany

arms(put: any, c: any) → void

argtypedescription
putany
cany

chain(put: any, part: string, mat: string, pts: { { number } }, n: number, size: number) → void

argtypedescription
putany
partstring
matstring
pts{ { number } }
nnumber
sizenumber

spikes(put: any, s: any, mat: string, pts: { { number } }, off: number, r: number, h: number) → void

Spikes along a set of (y, theta) points on a surface.

argtypedescription
putany
sany
matstring
pts{ { number } }
offnumber
rnumber
hnumber

vest(put: any, s: any, c: any) → void

Open leather vest: an open front of half-angle `open`, its top running from yFront at the opening to yBack behind.

argtypedescription
putany
sany
cany

top(th: number) → number

argtypedescription
thnumber

fn(u: number, v: number) → void

argtypedescription
unumber
vnumber

belt(put: any, s: any, y: number, off: number, buckle: string?) → void

argtypedescription
putany
sany
ynumber
offnumber
bucklestring?

tomato(put: any) → void

argtypedescription
putany

broccoli(put: any) → void

argtypedescription
putany

floret(r: number, seed: number) → any

floret crown: bumpy domes

argtypedescription
rnumber
seednumber

extra(part: string, side: number, hand: { number }) → void

argtypedescription
partstring
sidenumber
hand{ number }

p(t: number) → void

argtypedescription
tnumber

pineapple(put: any) → void

argtypedescription
putany

extra(part: string, side: number, hand: { number }) → void

argtypedescription
partstring
sidenumber
hand{ number }

boss(put: any) → void

argtypedescription
putany

opening(y: number) → number return 0

argtypedescription
ynumber

extra(part: string, side: number, hand: { number }) → void

argtypedescription
partstring
sidenumber
hand{ number }

civ_orange(put: any) → void

argtypedescription
putany

open(y: number) → number return 0

glowing translucent raincoat with a hood and neon piping

argtypedescription
ynumber

civ_strawberry(put: any) → void

argtypedescription
putany

civ_carrot(put: any) → void

argtypedescription
putany

civ_watermelon(put: any) → void

argtypedescription
putany

civ_grape(put: any) → void

argtypedescription
putany

R(y: number) → number return 0

argtypedescription
ynumber

lemon(put: any) → void

argtypedescription
putany

chili(put: any) → void

argtypedescription
putany

extra(part: string, side: number, hand: { number }) → void

argtypedescription
partstring
sidenumber
hand{ number }

meshes(kind: string) → any

argtypedescription
kindstring

put(part: string, mat: string, g: any) → void

argtypedescription
partstring
matstring
gany

v3(p: { number }) → any return

argtypedescription
p{ number }

build(kind: string, parent: any, name: string?) → any

argtypedescription
kindstring
parentany
namestring?

node(n: string, par: any, pos: { number }) → any

argtypedescription
nstring
parany
pos{ number }

fill(e: any, part: string) → void

argtypedescription
eany
partstring

propGroups(name: string) → any

argtypedescription
namestring

put(mat: string, geo: any) → void

argtypedescription
matstring
geoany

prop(name: string, parent: any, material: string?) → void

Spawn a prop under `parent`. `juice` / `ring` / `accent` stand in for the material passed as `material` (a juice, ring or neon colour). Returns the prop's root and its Model entities.

argtypedescription
namestring
parentany
materialstring?

umbrellaGrip(kind: string, pitch: number, roll: number) → any

argtypedescription
kindstring
pitchnumber
rollnumber

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

7items
▣
module · born here
❒asset
# game.shared.geo Procedural geometry kit for Banana 2077. The world has no imported models, so every curved thing in the game (the banana hero and his baton, the fruit and vegetable gang, the gold peel megatowers) is built from these generators. - `G.lathe`, `G.tube`, `G.blob`, `G.grid` build MeshGeometry tables (flat arrays, 0-based CCW indices, normals, uvs). `opts.open` on `G.grid` builds an open sheet instead of a closed ring. - `G.xform`, `G.merge` move and combine them; `G.mesh` uploads a runtime mesh, `G.asset` writes a durable `.mesh` asset. - `G.q*` quaternion helpers ({x,y,z,w}): `qMul`, `qInv`, `qRot`, `qAxis`, `qFromTo`, `qBasis`, `qLook`, `qSlerp`. Called by `game.player.parts`, the enemy builders and the city district.
▲ 0↑ born
backing path · game/enemies/crew.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

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